A closer look

The Devil is in the details...

The Order 1886

-Tuned and polished gameplay cameras:

  • Follow, Follow Close, Follow Far
  • Aim (Small Arms, Large Arms, Grenades, BFG)
  • Cover (Left/Right, Moving: Left/Right, Crouching Left/Right, Blind Fire, Edge Aim, Standing Aim, Crouching Aim), Peek, High Cover
  • Sprint
  • Ledge
  • Perch
  • Evade
  • Stealth
  • Wounded
  • Relaxed
  • Cinemelee
  • Black sight
  • Down State
  • Death

-Tune and polished blend times between all camera transitions.  Iterated on camera system to support low, mid and high values.  Tuned depth of field for all game play cameras.
-Tune and polished most forced aim moments:

  • Constable drag
  • Find gun
  • Assassination
  • Wounded walk
  • Backpedal
  • Save Lakshmi

-Tune and polished input timing for custom melee moment Rebel melee, as well as tested first pass implementation of time slow.
-Initially scripted show case moment: Airship rappel.
-Collaborated on weapon design, including researched concepts and ideas.
-Collaborated on high level locations scouting, contributed to Airship going down concept, Black Wall Yards Docks, Hospital.
-Collaborated on traversal design and core movement.
-Collaborated on controller layout and state masking.
-Collaborated on camera prediction and collision solutions to minimize clipping.
-Worked on solutions for camera interaction with sphere collision props and cloth.
-Researched and designed a suppression fire system as well as tuned final values.
-Created additive camera animations for suppression fire.
-Designed solutions for aim assist while in cover that supported the low claustrophobic cameras (Saving Private Ryan Cameras).
-Design solutions for FPS weapons and gadgets (Sniper rifle, Crossbow, Monocular).
-Created motion capture animations for additive camera motion.
-Cleaned up additive camera animation (walk, jog, run, sprint, all traversals).
-Scripted animations to play in tandem with player actions.
-Created animations for explosions (buildings and grenades).
-Created animations for camera movement during interact moments.
-Created cameras for Tesla device, Lock pick and knife pry.
-Created cameras and additive motion for Cart push.
-Added and tuned controller rumble for all cinematics, death, and cinemelee.
-Research and designed virtual camera lenses (Tuned distortion, bokeh, chromatic aberration and vignette for the virtual lenses).
-Developed a system for animating depth of field for cinematics
-Focus pulled cameras for interact moments as well as many cinematics (Animated depth of field for cinamatics).
-Lead a team of 3 contract focus pullers on implementing all focus pulling for cinematics, cinemelee, and melee.
-Helped maintain narrative, story and lore continuity.
-Collaborated on Photo Mode DLC: UI, control layout, created dialog script for tutorial and provided VO for the tutorial.
-Updating internal wiki with game design information to keep the team informed.
-Researching time period/history for historical accuracy.
-Updated meeting notes to help disseminate information on design decisions.

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